Mind the Dark: A Gamified Exploration of Deceptive Design Awareness for Children in the Digital Age
Fuente:
arXiv
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| Autores principales: | , , |
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| Formato: | Preprint |
| Publicado: |
2025
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| Acceso en línea: | |
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| _version_ | 1866916815080259584 |
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| author | Khan, Noverah Daud, Hira Eiraj Shahid, Suleman |
| author_facet | Khan, Noverah Daud, Hira Eiraj Shahid, Suleman |
| contents | This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving children are scarce. In an era where children wield greater independence with digital devices, their vulnerability to dark patterns amplifies without early education. Our findings show a significant positive impact of dark pattern education on children's awareness, revealing that heightened awareness considerably alters children's navigation of social media, video games, and streaming platforms. To this end, we developed a gamified application aimed at instructing children on identifying and responding to various dark patterns. Our evaluation results emphasize the critical role of early education in empowering children to recognize and counter deceptive design, thereby cultivating a digitally literate generation capable of making informed choices in the complex landscape of digital technology. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2506_23017 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Mind the Dark: A Gamified Exploration of Deceptive Design Awareness for Children in the Digital Age Khan, Noverah Daud, Hira Eiraj Shahid, Suleman Human-Computer Interaction This paper addresses the critical issue of deceptive design elements prevalent in technology, and their potential impact on children. Recent research highlights the impact of dark patterns on adults and adolescents, while studies involving children are scarce. In an era where children wield greater independence with digital devices, their vulnerability to dark patterns amplifies without early education. Our findings show a significant positive impact of dark pattern education on children's awareness, revealing that heightened awareness considerably alters children's navigation of social media, video games, and streaming platforms. To this end, we developed a gamified application aimed at instructing children on identifying and responding to various dark patterns. Our evaluation results emphasize the critical role of early education in empowering children to recognize and counter deceptive design, thereby cultivating a digitally literate generation capable of making informed choices in the complex landscape of digital technology. |
| title | Mind the Dark: A Gamified Exploration of Deceptive Design Awareness for Children in the Digital Age |
| topic | Human-Computer Interaction |
| url | https://arxiv.org/abs/2506.23017 |